chjoco15 Posted February 11, 2007 Share Posted February 11, 2007 hello everyone. i am an unexperienced modder, but i had an idea a few days ago. I wanted to make it so that when you activate a forge (the blacksmith thing) it would come up with the repair weapon screen, like when you use a repair hammer. I looked through all of the help for scripting, and have a basic idea of what i need to do, but i cannot find a command to bring up the repair hammer screen. Would someone please help? if this turns out you will definetly get some credit for it. :D Link to comment Share on other sites More sharing options...
Vagrant0 Posted February 11, 2007 Share Posted February 11, 2007 hello everyone. i am an unexperienced modder, but i had an idea a few days ago. I wanted to make it so that when you activate a forge (the blacksmith thing) it would come up with the repair weapon screen, like when you use a repair hammer. I looked through all of the help for scripting, and have a basic idea of what i need to do, but i cannot find a command to bring up the repair hammer screen. Would someone please help? if this turns out you will definetly get some credit for it. :D I don't think it can be done like that. While you can detect if a menumode is active, you can't initialize it. player.activate <ID of repair hammer>Might get you somewhere, but will likely require a persistant reference. Persistant references can't be applied to inventory items. Even adding something more complicated like:scn anvil script ref hammer short use begin onactivate set hammer to player.additem <ID of repair hammer> 1 player.activate hammer set use to 1 Begin gamemode if use == 1 if menumode 1035 != 1 hammer.removeme set use to 0 elseif menumode 1035 == 0 return endif elseif use != 1 return endProbably wouldn't work even though the reference for the hammer was created within the anvil script. I don't think this is possible. You might be able to use OBSE to have it detect what is worn, then have the script spawn a new instance of that item in the player's inventory, but that probably isn't what you want. Link to comment Share on other sites More sharing options...
chjoco15 Posted February 11, 2007 Author Share Posted February 11, 2007 Thanks. i think i kinda get where your goin with that. but there is another problem. How do you add scripts to static objects? Link to comment Share on other sites More sharing options...
TheFly Posted February 11, 2007 Share Posted February 11, 2007 Why dont you just put the hammer script on the anvil? Link to comment Share on other sites More sharing options...
chjoco15 Posted February 11, 2007 Author Share Posted February 11, 2007 Why dont you just put the hammer script on the anvil? i would, but in order for the hammer script to work, you would have to equip the anvil. and that would not work. Link to comment Share on other sites More sharing options...
TheFly Posted February 11, 2007 Share Posted February 11, 2007 Thanks. i think i kinda get where your goin with that. but there is another problem. How do you add scripts to static objects?mabey you could make it an activator. Link to comment Share on other sites More sharing options...
Povuholo Posted February 11, 2007 Share Posted February 11, 2007 Why dont you just put the hammer script on the anvil?There is no hammer script. It'll have to be done completely through more complicated scripting, unless Vagrant0's idea works.OUR LEADER HAS A POINT!! :)That's spam. Link to comment Share on other sites More sharing options...
chjoco15 Posted February 11, 2007 Author Share Posted February 11, 2007 I have a few questions. I'm trying to make the anvil an activator. but im kinda not sure what the 'add nif file' button means. Im pretty sure its where you choose what mesh you use for the object, but whenever i click on one in a folder that i unpacked all the meshes to, it says invalid directory Link to comment Share on other sites More sharing options...
TheFly Posted February 11, 2007 Share Posted February 11, 2007 I have a few questions. I'm trying to make the anvil an activator. but im kinda not sure what the 'add nif file' button means. Im pretty sure its where you choose what mesh you use for the object, but whenever i click on one in a folder that i unpacked all the meshes to, it says invalid directorydid you unpack all the meshes into the Oblivion/data/meshes directary? Link to comment Share on other sites More sharing options...
Switch Posted February 11, 2007 Share Posted February 11, 2007 Some Guy's post deleted. Remember the rules on spam, and please stick to them. Thank you. ;) Link to comment Share on other sites More sharing options...
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